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https://github.com/Alex-Rachel/TEngine.git
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基于资源框架实现对标签WEBGL_PRELOAD、PRELOAD的预加载。 接口GameModule.Resource.GetPreLoadAsset<T>(location)
基于资源框架实现对标签WEBGL_PRELOAD、PRELOAD的预加载。 接口GameModule.Resource.GetPreLoadAsset<T>(location)
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@@ -42,8 +42,16 @@ public class ConfigSystem : Singleton<ConfigSystem>
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/// <returns>ByteBuf</returns>
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private ByteBuf LoadByteBuf(string file)
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{
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var textAssets = GameModule.Resource.LoadAsset<TextAsset>(file);
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byte[] ret = textAssets.bytes;
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return new ByteBuf(ret);
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TextAsset textAsset = null;
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textAsset = GameModule.Resource.GetPreLoadAsset<TextAsset>(file);
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if (textAsset != null)
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{
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return new ByteBuf(textAsset.bytes);
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}
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else
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{
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textAsset = GameModule.Resource.LoadAsset<TextAsset>(file);
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return new ByteBuf(textAsset.bytes);
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}
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}
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}
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@@ -16,23 +16,23 @@ namespace GameMain
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{
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private float _progress = 0f;
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private Dictionary<string, bool> m_LoadedFlag = new Dictionary<string, bool>();
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private readonly Dictionary<string, bool> _loadedFlag = new Dictionary<string, bool>();
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public override bool UseNativeDialog => true;
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private bool m_needProLoadConfig = false;
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private readonly bool _needProLoadConfig = true;
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private bool m_InitConfigXml = false;
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private bool _hadInitConfigXml = false;
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protected override void OnEnter(ProcedureOwner procedureOwner)
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{
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base.OnEnter(procedureOwner);
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m_LoadedFlag.Clear();
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_loadedFlag.Clear();
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if (GameModule.Resource.PlayMode == EPlayMode.EditorSimulateMode)
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{
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m_InitConfigXml = true;
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_hadInitConfigXml = true;
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}
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UILoadMgr.Show(UIDefine.UILoadUpdate, Utility.Text.Format(LoadText.Instance.Label_Load_Load_Progress, 0));
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@@ -46,11 +46,11 @@ namespace GameMain
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{
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base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds);
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var totalCount = m_LoadedFlag.Count <= 0 ? 1 : m_LoadedFlag.Count;
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var totalCount = _loadedFlag.Count <= 0 ? 1 : _loadedFlag.Count;
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var loadCount = m_LoadedFlag.Count <= 0 ? 1 : 0;
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var loadCount = _loadedFlag.Count <= 0 ? 1 : 0;
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foreach (KeyValuePair<string, bool> loadedFlag in m_LoadedFlag)
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foreach (KeyValuePair<string, bool> loadedFlag in _loadedFlag)
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{
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if (!loadedFlag.Value)
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{
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@@ -62,7 +62,7 @@ namespace GameMain
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}
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}
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if (m_LoadedFlag.Count != 0)
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if (_loadedFlag.Count != 0)
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{
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UILoadMgr.Show(UIDefine.UILoadUpdate, Utility.Text.Format(LoadText.Instance.Label_Load_Load_Progress, (float)loadCount / totalCount * 100));
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}
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@@ -87,7 +87,7 @@ namespace GameMain
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return;
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}
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if (m_InitConfigXml == false)
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if (_hadInitConfigXml == false)
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{
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return;
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}
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@@ -116,13 +116,13 @@ namespace GameMain
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await UniTask.Delay(TimeSpan.FromSeconds(2.5f));
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if (m_needProLoadConfig)
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if (_needProLoadConfig)
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{
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LoadAllConfig();
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}
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else
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{
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m_InitConfigXml = true;
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_hadInitConfigXml = true;
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}
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}
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@@ -130,14 +130,27 @@ namespace GameMain
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{
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if (GameModule.Resource.PlayMode == EPlayMode.EditorSimulateMode)
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{
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m_InitConfigXml = true;
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_hadInitConfigXml = true;
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return;
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}
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AssetInfo[] assetInfos = GameModule.Resource.GetAssetInfos("PRELOAD");
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foreach (var assetInfo in assetInfos)
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{
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LoadConfig(assetInfo.Address);
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}
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#if UNITY_WEBGL
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AssetInfo[] assetInfos = GameModule.Resource.GetAssetInfos("WEBGL_PRELOAD");
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foreach (var assetInfo in assetInfos)
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{
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LoadConfig(assetInfo.Address);
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}
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#endif
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_hadInitConfigXml = true;
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}
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private void LoadConfig(string configName)
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{
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m_LoadedFlag.Add(configName, false);
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_loadedFlag.Add(configName, false);
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GameModule.Resource.LoadAssetAsync<TextAsset>(configName, OnLoadSuccess);
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}
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@@ -147,10 +160,11 @@ namespace GameMain
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{
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return;
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}
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var name = assetOperationHandle.GetAssetInfo().Address;
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m_LoadedFlag[name] = true;
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Log.Info("Load config '{0}' OK.", name);
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var location = assetOperationHandle.GetAssetInfo().Address;
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_loadedFlag[location] = true;
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GameModule.Resource.PushPreLoadAsset(location, assetOperationHandle.AssetObject);
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Log.Info("Load config '{0}' OK.", location);
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assetOperationHandle.Dispose();
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}
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}
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}
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@@ -14,6 +14,8 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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ShowPackageView: 0
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EnableAddressable: 1
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LocationToLower: 0
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IncludeAssetGUID: 0
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UniqueBundleName: 0
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ShowEditorAlias: 0
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Packages:
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@@ -78,7 +80,7 @@ MonoBehaviour:
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AddressRuleName: AddressByFileName
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PackRuleName: PackDirectory
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FilterRuleName: CollectAll
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AssetTags:
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AssetTags: WEBGL_PRELOAD
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UserData:
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- GroupName: DLL
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GroupDesc: "\u4EE3\u7801"
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@@ -304,5 +304,20 @@ namespace TEngine
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/// <typeparam name="T">资源实例类型。</typeparam>
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/// <returns>原生文件资源实例。</returns>
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UniTask<T[]> LoadAllSubAssetAsync<T>(string location, CancellationToken cancellationToken = default) where T : Object;
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/// <summary>
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/// 放入预加载对象。
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/// </summary>
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/// <param name="location">资源定位地址。</param>
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/// <param name="assetObject">预加载对象。</param>
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public void PushPreLoadAsset(string location, Object assetObject);
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/// <summary>
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/// 获取预加载的实例对象。
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/// </summary>
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/// <param name="location">资源定位地址。</param>
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/// <typeparam name="T">资源实例类型。</typeparam>
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/// <returns>预加载对象。</returns>
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public T GetPreLoadAsset<T>(string location) where T : Object;
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}
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}
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@@ -101,6 +101,7 @@ namespace TEngine
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internal override void Shutdown()
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{
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ReleasePreLoadAssets();
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#if !UNITY_WEBGL
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YooAssets.Destroy();
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#endif
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@@ -878,5 +879,53 @@ namespace TEngine
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return cancelOrFailed ? null : handle.GetSubAssetObjects<T>();
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}
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#region 预加载
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private readonly Dictionary<string, Object> _preLoadMaps = new Dictionary<string, Object>();
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/// <summary>
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/// 放入预加载对象。
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/// </summary>
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/// <param name="location">资源定位地址。</param>
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/// <param name="assetObject">预加载对象。</param>
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public void PushPreLoadAsset(string location, Object assetObject)
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{
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if (_preLoadMaps.ContainsKey(location))
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{
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return;
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}
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_preLoadMaps.Add(location, assetObject);
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}
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/// <summary>
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/// 获取预加载的实例对象。
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/// </summary>
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/// <param name="location">资源定位地址。</param>
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/// <typeparam name="T">资源实例类型。</typeparam>
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/// <returns>预加载对象。</returns>
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public T GetPreLoadAsset<T>(string location) where T : Object
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{
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if (_preLoadMaps.TryGetValue(location,out Object assetObject))
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{
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return assetObject as T;
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}
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return default;
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}
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private void ReleasePreLoadAssets()
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{
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using var iter = _preLoadMaps.GetEnumerator();
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while (iter.MoveNext())
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{
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var assetObject = iter.Current.Value;
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if (assetObject != null)
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{
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UnityEngine.Object.Destroy(assetObject);
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}
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}
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_preLoadMaps.Clear();
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}
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#endregion
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}
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}
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@@ -3,7 +3,6 @@ using System.Collections.Generic;
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using System.Threading;
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using Cysharp.Threading.Tasks;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using YooAsset;
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namespace TEngine
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@@ -658,5 +657,28 @@ namespace TEngine
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{
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return await m_ResourceManager.LoadAllSubAssetAsync<T>(location, cancellationToken);
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}
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#region 预加载
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/// <summary>
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/// 放入预加载对象。
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/// </summary>
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/// <param name="location">资源定位地址。</param>
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/// <param name="assetObject">预加载对象。</param>
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public void PushPreLoadAsset(string location, UnityEngine.Object assetObject)
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{
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m_ResourceManager.PushPreLoadAsset(location, assetObject);
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}
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/// <summary>
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/// 获取预加载的实例对象。
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/// </summary>
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/// <param name="location">资源定位地址。</param>
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/// <typeparam name="T">资源实例类型。</typeparam>
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/// <returns>预加载对象。</returns>
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public T GetPreLoadAsset<T>(string location) where T : UnityEngine.Object
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{
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return m_ResourceManager.GetPreLoadAsset<T>(location);
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}
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#endregion
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}
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}
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